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962 Bibliography
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[721] Lander, Jeff, “Shades of Disney: Opaquing a 3D World,” Game Developer Maga-
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[722] Lander, Jeff, “Return to Cartoon Central,” Game Developer Magazine,vol.7,no.
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[723] Lander, Jeff, “That’s a Wrap: Texture Mapping Methods,” Game Developer Mag-
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[725] Lander, Jeff, “Graphics Programming and the Tower of Babel,” Game Developer,
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[727] Lander, Jeff, “The Era of Post-Photorealism,” Game Developer,vol.8,no.6,pp.
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[728] Landis, Hayden, “Production-Ready Global Illumination,” SIGGRAPH 2002
RenderMan in Production course notes, July 2002. Cited on p. 376, 377, 378,
426, 430
[729] Lanza, Stefano, “Animation and Rendering of Underwater God Rays,” in Engel,
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[730] Larsen, E., S. Gottschalk, M. Lin, and D. Manocha, “Fast proximity queries with
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[731] Larsson, Thomas, and Tomas Akenine-M¨oller, “Collision Detection for Contin-
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[732] Larsson, Thomas, and Tomas Akenine-M¨oller, “Efficient Collision Detection for
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[733] Larsson, Thomas, and Tomas Akenine-M¨oller, “A Dynamic Bounding Volume
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[735] Lastra, Anselmo, “All the Triangles in the World,” Cornell Workshop on Render-
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[736] Lathrop, Olin, David Kirk, and Doug Voorhies, “Accurate Rendering by Subpixel
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